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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-15 00:08:20 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-15 00:08:20 +0100
commit48ec3a869029bad34773516df193519a4fe9103a (patch)
tree9539b9a849a2bf5dbb7c407b754d7fae2fcbcfd7 /gfx/gl/shaders/basicShader.fs
parentMerge branch 'assimp' (diff)
downloadilt-48ec3a869029bad34773516df193519a4fe9103a.tar.bz2
ilt-48ec3a869029bad34773516df193519a4fe9103a.tar.xz
ilt-48ec3a869029bad34773516df193519a4fe9103a.zip
Rename lots of shader files
Names and paths still not perfect, but better and the weird name missuse is gone
Diffstat (limited to 'gfx/gl/shaders/basicShader.fs')
-rw-r--r--gfx/gl/shaders/basicShader.fs54
1 files changed, 0 insertions, 54 deletions
diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs
deleted file mode 100644
index 57eaba2..0000000
--- a/gfx/gl/shaders/basicShader.fs
+++ /dev/null
@@ -1,54 +0,0 @@
-#version 330 core
-#extension GL_ARB_shading_language_420pack : enable
-
-include(`materialInterface.glsl')
-include(`geometryOut.glsl')
-
-layout(binding = 0) uniform sampler2D texture0;
-layout(binding = 1) uniform usampler2DRect material;
-
-float map(uint mapmode, float value)
-{
- switch (mapmode) {
- case 0u: // Repeat
- return fract(value);
- case 1u: // Clamp to edge
- return clamp(0.0, 1.0, value);
- case 2u: // Mirror
- discard;
- case 3u: // Decal
- if (value != clamp(0.0, 1.0, value)) {
- discard;
- }
- }
- return 0;
-}
-
-vec2 map(uint mapmodeU, uint mapmodeV, vec2 value)
-{
- return vec2(map(mapmodeU, value.x), map(mapmodeV, value.y));
-}
-
-vec4 getTextureColour(uint midx, vec2 uv)
-{
- if (midx > 0u) {
- const vec2 tSize = textureSize(texture0, 0);
- const vec4 sPosSize = texture(material, uvec2(0, midx - 1u));
- const uvec4 sMode = texture(material, uvec2(1, midx - 1u));
- const uint mapmodeU = sMode.x & 0xFu;
- const uint mapmodeV = (sMode.x & 0xF0u) >> 1;
- uv = (sPosSize.xy + sPosSize.zw * map(mapmodeU, mapmodeV, uv)) / tSize;
- }
- return texture(texture0, uv);
-}
-
-void
-main()
-{
- vec4 textureColour = getTextureColour(Material, TexCoords);
- float opaque = step(0.5, mix(textureColour.a, 1, Colour.a));
- gPosition = vec4(FragPos, opaque);
- gNormal = vec4(Normal, opaque);
- gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque);
- gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a);
-}